Welcome to Wargames Design, the website of game designer Jim Bambra and Combat HQ: World War Two Wargame Rules.
Combat HQ is a fast-paced set of wargame rules for playing large-scale World War Two battles.
Rapid Command Pulses and opposed dice rolls keep players constantly involved. Easy-to-play rules emphasize command and control decisions over complex combat resolution mechanics.
In each Command Pulse you decide how to use your limited command resources. Will you use your Command Dice to move up a company of infantry supported by tanks? Or will you use them to rally an Anti-Tank Gun battery? Or maybe you’ll use them to liaise with your staff officers?
Combat HQ uses six-sided dice and is suitable for 2mm to 28mm figures. It features rapid movement, decisive combat, and exciting decision making.
Combat HQ: World War Two Wargame Rules
Loss of Command and ControlLoss of command and control first appeared as part of the Combat Commander series of posts. I've included it again here as it also works really well when playing smaller games. Command Dice Loss When a unit is dispersed and loses three Morale Points, it can result in the loss of a Command Dice. When… READ MORE
Rules UpdatesHere are a few rules updates you can use in your games. Firepower Suppression for Machine Gun Platoons Firepower Suppression has been added to all Machine Gun Platoons to better represent the suppressive effects of machine gun fire. Close Support Direct Fire Suppressions Direct fire by close support units can now cause Artillery Suppressions. Optional… READ MORE
Armoured Infantry - Special Unit RulesThe Armoured Infantry book adds a few new Special Unit Rules for use with armoured and motorized infantry. Firepower Suppression Units with a large number of automatic weapons can cause more suppression than other units. Firepower Suppression is similar to Artillery Suppression, but applies only to Firepower attacks. When fired at with Firepower Suppression, the target must… READ MORE